Second EDH deck here for me designed for fun multiplayer action. Realize that Mayael is pretty bad 1v1, but given the nature of multiplayer (length and politics), Mayael is allowed the chance to show her true colors.

There are quite a few Mayael decklists on both MTGS and the EDH website. I loaded them up on MWS and scoffed at how abysmal the lists were. People have tried really hard to make her work competitively, but in reality she's really not that amazing of a general. They were all focusing too much on her ability to pull them through the game, which is pretty fail considering that she's a living removal spell lightning rod. So then what do you do with her? Well the deck does one thing, and it does it very well: just play a bunch of ramp and a bunch of fatties. If you manage to activate her, more power to you, but I made it a point not to bring her to the table and expect to win by flipping 5 cards every turn, cause that's just unrealistic.

The deck itself is comprised mostly of fat, so that when you play and activate Mayael, the chances of whiffing are minimized. Luckily, each and every piece of beef in the deck is a medium to major threat that must be dealt with. With that in mind, the early games are filled with removal, sweepers, and mana ramp - I know totally unexpected right. What RGW (the trio of worst EDH colors combined) does offer is a set of great frontload cards. This isn't a deck for shy people - you get down and gritty right away and force your opponents to respond. Coerce neighbors into allies and keep laying the fat down.

Another note: I'm only running 36 lands. I think the deck wants more, ontop of more accelerants. That said, I'm still also looking for more powerful Skyshroud Claim/Explosive Vegetation effects. They both help thin the deck and ramp quickly.

I think the deck itself is self-explanatory. But...
There is usually a lot of discussion revolving around what fatties to play, but I tried to pick the ones that had either immediate board impact, virtual card advantage, or serves as removal. Most lists I see don't run nearly enough ramp. One thing this deck does well is sit around for the first five turns of the game and twiddle its thumbs. Ramp is absolutely crucial, as I've noticed a lot of times I open with a bunch of fat that I wouldn't be able to cast for another year. It is also mandatory to run Swords/Oblation/Ring/Wrath etc etc to make sure things don't get out of hand while you're still in developing stages.

I'd like to know what you guys think. Remember that the goal of this deck is still for fun multiplayer, and never cutthroat 1v1.:wink:

And a few final comments...

Aura Shards is THE reason to play shitty EDH colors
The green Myojin is one of the most underrated cards in EDH
I am now known as "the bad guy". Thanks Iona and Woodfall Primus!
Maybe I should become "the EVIL guy" and play Realm Razer.
<3 Mayael